Shader "Level4/Additive"{
	Properties{
		_MainTex("MainTex",2d) = "white"{}
		_TintColor("Tint",color) = (1,1,1,1)
	}
	
	CGINCLUDE
		#include "UnityCG.cginc"
		sampler2D _MainTex;
		float4 _TintColor;
		struct v2f{
			float4 pos:POSITION;
			float2 uv:TEXCOORD;
		};
		half4 _MainTex_ST;
		
		v2f vert(appdata_base p){
			v2f v;
			v.pos = mul(UNITY_MATRIX_MVP,p.vertex);
			v.uv = p.texcoord;//TRANSFORM_TEX(p.texcoord,_MainTex);
			return v;
		}
		
		float4 frag(v2f v):COLOR{
			float4 c = tex2D(_MainTex,v.uv);
			return c * _TintColor;
		}
	ENDCG
	
	SubShader{
		Tags{
			"Queue" = "Transparent"
		}
		Cull off
		Blend one one
		
		Pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			ENDCG
		}
	}
}